Posts for EagleEye

Experienced Forum User
Joined: 11/4/2011
Posts: 11
vecna wrote:
We favor MIT/BSD/APL style licensed cores.
Yes! I love the MIT-style licenses. I also love C#. I'll definitely look into helping with this.
Experienced Forum User
Joined: 11/4/2011
Posts: 11
Is the Hourglass save file format stable enough, or does it change with each revision? Is the current document on it up to date?
Experienced Forum User
Joined: 11/4/2011
Posts: 11
Okay, here's the thing: OoT is for the N64 VC OoT is for the Wii You can not run VC OoT on the N64. You would require a Wii emulator. Mupen is not a Wii emulator. Your idea to run Mupen from Dolphin is not only infeasible, it's missing the point. If you want to TAS Mupen, use Hourglass, then that's fine. It won't be accepted here, but we won't say you didn't TAS Mupen playing OoT. The problem is that you are acting as if this is a theoretical debate of semantics, when this is an actual thing. You want to run a Wii game (VC OoT) in an N64 emulator. This won't work. You can try to make Mupen simulate the virtual console, but then you're using a different emulator to play an N64 game (OoT64) that simply looks like the virtual console version. If you want to use the B Stick glitch, open Dolphin and TAS VC OoT. If you want to do it quickly, open Mupen and TAS OoT64. You can not TAS VC OoT in Mupen. You can not TAS OoT64 in Dolphin. Simply because a game (VC OoT) does the same thing as an emulator (OoT64) does not make them the same thing. Is an AK-47 the same as an AKM? Is an iPad the same as iPad 2? Is DOS the same as FreeDOS? What you seem to understand is that we're not making fun of you with the "Emulator in an Emulator" bit. That is literally what is being suggested. Understand that VC OoT is Wii software only runnable in a Wii emulator (such as Dolphin). Understand that OoT64 is N64 software only runnable in an N64 emulator (such as Nintendo's Virtual Console or Mupen). The B Stick working is an emulation glitch in both Mupen and the Virtual Console. The difference is that the Virtual Console is the game that is being TASed, so to speak. ----------- If you want to convert Mupen into an N64 Virtual Console emulator (that is, a Virtual Console emulator, NOT AN N64 EMULATOR, that arbitrarily decides it'll only emulate Virtual Console games that were originally released for the N64), that's fine. If you get it accurate enough, you can even publish runs made with it. In fact, since Mupen is so far away from emulating the Virtual Console, you can even start with a different emulator. You could use Chankast or PCSX2. They, like Mupen, aren't in the least designed to emulate any Wii software. You could even start with COSMOS. It's a compiler, and it is about as well suited for emulating Virtual Console games as Mupen. I know, by now you probably think I'm just picking on you. But I'm trying to make sure you understand my point: Mupen is not a Virtual Console emulator. What you are suggesting is based on a faulty premise. P.S. You noted that Speed Demos Archive doesn't count from start-up. Tough shit. This is TASVideos, and we count from startup, which is defined as whatever Dolphin gives you when you boot up the game. TL;DR: You can't TAS VC OoT in Mupen. That's literally impossible. You have to TAS VC OoT in Dolphin. If you TAS VC OoT, you can do the glitch (because it is not a Dolphin emulation glitch). If you TAS OoT64 in Mupen, you can't (because it is a Mupen glitch). VC OoT and OoT64 are two different games, akin to Pokemon Red and Pokemon Blue.
Experienced Forum User
Joined: 11/4/2011
Posts: 11
Not knowing of Hyper Princess Pitch, I was really confused about when Mecha Santa was supposed to come into play in Iji. Luckily I reread your post before making myself look like an idiot. :)
Experienced Forum User
Joined: 11/4/2011
Posts: 11
Just wondering: Why isn't this considered corrupting memory? Is it because it only accesses invalid data or something?
Experienced Forum User
Joined: 11/4/2011
Posts: 11
Thank you. :)
Post subject: snes9x-rr 1.52 r185 - Can't get gui.gdscreenshot() to work
Experienced Forum User
Joined: 11/4/2011
Posts: 11
I'm trying to remake an SNES game frame-by-frame (I know that seems stupid, but roll with it). and I decided the best way to go about that was implementing frame advance into my remake and dumping a frame every time a frame is rendered. I know that sounds even dumber, but I'm planning on making it read either SNES9x or ZSNES movies for input so I can do things one frame at a time and compare the images using another program I'm going to make. Now rather than manually
10 pause
20 start emulation
30 take screenshot
40 frame advance
50 goto 30
I decided it'd be a better idea to make a lua script that dumped every frame. I'm great with C# and XNA, but lua is something I'm horrible at. So I have no clue if I'm doing this wrong or if there's an error in the emulator. I'm assuming it's the former. I've installed Lua For Windows and copied it's gd.dll to my snes9x-1.52-rr-r185 (by the way, my lua files are in a subfolder called Lua in that directory, if that matters any). Using the following script:
require "gd"

curframe = 0

function takescreen()

im = gd.createFromGdStr(gui.gdscreenshot())

if im:png(curframe..".png") then
	print("Image written to disk")
else
	print("Oops, an error...")
end

curframe = curframe + 1

end

gui.register(takescreen)
I get the following message:
script returned but is still running registered functions
...s\SNES\snes9x-1.52-rr-r185\Lua\lotsofscreenshots.lua:7: attempt to call field 'gdscreenshot' (a nil value)
Could anyone help me?
Post subject: Packet spoofing: Moral in TASs?
Experienced Forum User
Joined: 11/4/2011
Posts: 11
If it were possible to implement the ability to send arbitrary packets at any frame to whatever game, should it be allowed? If so, that would allow TASs of, say, World of Warcraft or 4 player Left 4 Dead, or even Command and Conquer: Sole Survivor. However, it would also allow a lot of exploits. For example, Puzzle Quest does no checking to see if you're just making shit up when you send it packets, so in a theoretical single-instance "multiplayer" match, you could force the enemy's packets to say that he's dead. Then again, I have the same qualms about most memory manipulation when it's used to instantly win the game, like in Pokemon Gen 1. In Gen 1 Pokemon's case, however, there are alternate runs that have different goals that show off the game, so I'm not against the idea of memory manipulation. Memory manipulation can lead to entertaining runs, and I believe the same could be true of packet spoofing. In fact, a playaround TAS of Sole Survivor (which literally can not be played online at the moment, due to the lack of a server; literally doing the impossible) or Puzzle Quest (doing absolutely stupid things over and over) could be great to watch. And you could even make a second run showcasing the other Point-of-view if you felt like it, and have both encoded. In a Left 4 Dead TAS (whenever people's hardware is going enough to run 4 copies of Left 4 Dead simultaneously), you could show off the 4 survivor's points of view at once. All this talk of Valve makes me want to try and beat Half-Life 1 and Portal with the same input. I can't run Portal a full speed by itself, though, so I'm not going to. Though that brings up an interesting question: Does hourglass guarantee that loading screens with always sync on the same computer? How about on different computers?
Experienced Forum User
Joined: 11/4/2011
Posts: 11
I had the suspicion Iji's Reallyjoel's Dad mode was impossible, but I was never good enough at the normal game to even unlock that mode without cheats. I'm going to start a topic about packet spoofing and TASs so as to not derail this one.
Experienced Forum User
Joined: 11/4/2011
Posts: 11
DemonStrate, how did you pull off what is essentially a TAS of Portal without tool-assistance? Because I've done a no-damage test Tool-Assisted Superplay of GBA A Sound of Thunder, and, despite my best efforts, it's no where near as optimized as this is. I've got to give you props. I seriously think that's about as far as you could take a Portal TAS, and we should just look into Half-Life and unpatched Half-Life 2, because you totally owned this game. Also, I love how instead of, say, placing your watermark at the bottom of the video, you placed it on the Portal Gun. That's so remarkably clever that it actually made me pay attention to a watermark. :)
Experienced Forum User
Joined: 11/4/2011
Posts: 11
In order of want: Command and Conquer (Mouse, Unconfirmed) Command and Conquer: Red Alert (Mouse, Unconfirmed) Command and Conquer 4 (Mouse, Unconfirmed, Horrible Game, would have to use the server-spoof to make the movie sync*) Command and Conquer: Red Alert 2 (Mouse, Unconfirmed) Command and Conquer 3 (Mouse, Unconfirmed) Command and Conquer Tiberian Sun (Mouse, Unconfirmed) Dead to Rights (I don't think you actually need to use the mouse, Unconfirmed) Official Touhou Games (Unconfirmed) Super Marisa World (Unconfirmed) La-Mulana Bunny Must Die: Chelsea and the Seven Devils Hourglass Visual Boy Advance Re-recording (Gruefood, Unconfirmed) VVVVV (r39: not working, r71: unconfirmed; Flash game, IIRC) Eversion Amnesia (going off of Beef0wl's description, that would be awesome) Iji Iji, ReallyJoel's Dad mode Now that I think about it, is spoofing packet data during a TAS ethical (either via an external program or hand-crafted somehow via an update to hourglass)? If so, that actually could open the way for, say, a World of Warcraft TAS. It could also open the way for a Pokemon TAS that spoofs the link cable to trade a level 99 Mewtwo to the current game, so it'd take some considering. Perhaps a seperate category for packet-spoofed runs? Because if that were possible, someone might be able to do a Command and Conquer: Sole Survivor TAS. And that would be awesome, considering you can't play that game online anymore and no servers exist. @NrgSpoon Any English pages on ElePaperAction? *Note for the record that I have no clue if "packet spoofing" or "server spoofing" is the correct term. Edit: A full X-Ops TAS would also be awesome.